Medium Humanoid, Chaotic Good
AC 19 Determination    Initiative +4 (14)
HP 420 (40d10 + 200)
Speed 40 ft., swim 30 ft.
Mod Save
STR 20 +5 +11
DEX 18 +4 +4
CON 30 +10 +16
Mod Save
INT 10 +0 +0
WIS 16 +3 +3
CHA 18 +4 +4
Resistances Bludgeoning and Slashing from nonmagical attacks
Senses Darkvision 120 ft., Passive Perception 14
Languages Common Understands and speaks Common and Uncommon
CR 20 (XP 25,000; PB +6)
Traits

Legendary resistance (3/Day). If Undyne fails a saving throw, she can choose to succeed instead.

Aura of Heroism. Allies within 30 feet of Undyne have advantage on saving throws against being frightened or charmed. While Undyne is above 0 HP, allies in this aura cannot drop to 0 HP from a single source—they drop to 1 instead.

Determined to the End. When reduced to 0 HP, Undyne does not die immediately. She instead enters a state of pure Determination:

  • Regains 100 HP immediately

  • Gains advantage on all attacks and saving throws

  • All attacks become critical hits on a roll of 19–20

  • After 3 rounds, she dies at the end of her third turn unless healed or otherwise restored

Actions

Multiattack. Undyne makes three attacks with her Energy Spears.

Energy Spear (Melee or Ranged Weapon Attack). +11 to hit, reach 10 ft. or range 10/60 ft., one target. Hit: 16 (2d8 + 7) radiant damage and the target must succeed on a DC 18 Constitution saving throw or be marked till Undynes next turn.

While marked:

  • The next attack Undyne makes against them has advantage

  • If the creature tries to flee, they take 2d10 force damage

  • A creature can make a DC 14 Wisdom saving throw at the end of its turn to end the mark early

Spear Barrage (Recharge 5–6). Undyne summons a massive barrage of magical spears that slam down from above in a 30-foot radius centered on her. All creatures in range must make a DC 16 Dexterity saving throw, taking 40 (8d10) radiant damage on a failed save, or half on a success. Targets who fail also have their movemant speed halfed until the end of their next turn.

Shield of Justice (1/Day).  A magical shield of pure Determination surrounds Undyne for one turn. When Undynes HP reachers 0 it will automatically activate upon the activation of her state of pure Determination. While active:

  • She gains resistance to all damage

  • Spell attacks and ranged attacks against her are reflected on a roll of 17–20 (d20)

  • She cannot be moved, teleported, or knocked prone

Legendary Actions

Undyne can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Undyne regains spent legendary actions at the start of her turn.

Spear Throw. Undyne makes one Energy Spear attack.

Gaze of Judgment (Costs 2 Actions). One creature Undyne can see within 60 feet must succeed on a DC 18 Wisdom saving throw or be unable to move for the next 3 turns. in return Undynes spear attacks have disadvantage against that creature for the remainder of the abilities duration. The ability can be only active with one creature and cannot be aplied to others until the end of the effect.

Previous Versions

Name Date Modified Views Adds Version Actions
8/1/2025 10:42:46 AM
1
1
5e
Coming Soon
predator_zan

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